Ok so hopefully back on topic this time.
We have had some arty players on here suggest that one arty per team is fine/ok with them and they will put up with potentially longer wait times and that they see some advantages that suit them ie if stun remains they get all that assist rather than share it with one or two other arty players.
I can only commend these players and it is players like these that cn make this thread worthwhile. But htose of us that do not like arty must step up and be as fair and considerate as these players.
Where I am coming from as some background I do not like arty I do not see any real value to it as it is at present, I see it in fact as a class that stops active game play that stops players improving their skill level ie learning hull down and side scraping to mention just two important skills. I was for fixing and limiting arty but recently due to lack of real solutions fixes from wargamming moved just into the camp of remove it from the game.
But 2 players here have made me just step back over that line and look for a compromise and I can only hope we can discuss this and I hope find a solution that could make this thread redundant and archive it for good.
It does not mean others who support arty have not had a positive impact just these two IMO stand out for me and full respect to them.
So background info out of the way.
I think reducing to one arty may cause longer wait times for arty players I do not really want to see players waiting long periods to get into a game after all I do not want to wait long periods to get into a game either.
So if we do not reduce it to one arty per team how can we make two arty per team work and not be IMO as disasterous as it can be at present?
My solution though needs a lot of input from you guys on both sides.
We keep one arty similiar to how it is now yes there will be some changes but not as drastic as they could be. But a second class of arty has serious changes now I do not know if this is better done by gun selection or by nation others will have to decide that. But this second class are more a support arty they fire a smoke shell frindly firing from within this and damaging enemy gain the arty XP bounces on friendly add a little to the arty's XP.
A second shell lets call it a starburst shell works just the same as a light scout spotting enemy but over a small radius to be decided ( too small and not worth using too big and it could cripple the game ) tanks spotted and damaged work just how assist damage works now.
Now for the more controversial one and this coming from someone who does not like arty, a more accurate shell with a faster rate of fire and higher velocity so takes close to half the time to reach target, this shell would be either with no limit or a high limit count, now this may not be realistic but how many other things in this game are now so unrealistic? The difference is this shell does minimal damage per shot armour is not an issue but accuracy dictates damage dead centre max and the further out the lower the damage. BUT ! the shell must hit no splash damage this is why it must travel faster. now there is the risk this shell could be deadly to very low health tanks end game and this is something that may need to be looked at so as to not make arty OP end game. The intention of this shell is to make hull down tanks vulnerable to consistent damage and so stratergy comes into play for the tank player as well do they stay and hold a flank while the team push the other flank knowing arty will in the end kill them or do they pull back to a safer location?
For me this would enforce the stated roll that arty help stop camping because this would do that.
I would also give both classes of arty a direct fire shell and increase their HP to reflect this making them a juicer target but also an increase in their ability to defend themselves at close range again finding a balance that works.
The traditional arty class would retain stun damage retain doing damage even when they miss within the paramiters as set at present though stun does have to be changed but maybe not soo much as less arty doing stun damage means it's is not as crippling and game breaking for some players as it can be at present.
Now the question is does this class of ary also gain the high accuracy low damage shell of the other arty class, for me I would rather see it not do but I am not 100% on this, but if it does maybe limit the number of shells.
Now that is a start maybe some good ideas maybe not but us all discussing this openly can only be good and if we agree in the end on a solution maybe try and get senior mods involved ie ask them to get wargamming devs to look at this and comment.
I think devs joining this discussion every now and then can only be good for the game and for restoring the players confidence in wargamming. Who knows maybe we can get some changes to be tested on the sandbox server in th future, we are the players we are a valuable resource for wargamming that costs them nothing so hopefully they will make use of this resource.
Good luck everyone and have fun and please lets stop all the flaming all the baiting etc etc we may have strong opinions and views but surely we have a common ground we all love and enjoy playing this game.